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(2 edits)

1. My guess is that it's because Transportal runs at a higher resolution than most RPG maker games - (I actually put a bunch of effort into make that possible, because I wanted the clarity in the art to be cleaner/less pixelated). The game currently only has a 1920x1080 version.
I'll consider making a separate, lower res release for people where that could be an issue performance-wise, but I'll have to do testing to see what that would require.
Relevant: I know you ran the game on mobile using Joiplay, but what release did you use? Windows? Web? I have no experience with using Joiplay.

3. There actually IS already a keyboard keybind for opening straight to your Non-Battle Skills, as well as a controller binding. The keybind on keyboard is the "S" key, and the binding on controller is the START/Options button. :)
Although yeah, I think maybe they're too expensive to cast currently.

4. Key Items also have a keyboard keybind (and controller bindings) to open right to them. (On keyboard, that's the "A" key, and on controller, it's the △/Y button.
I want there to be a level of mystery and exploration when it comes to secrets, so I don't want to make the system entirely automatic.

Side note: You can also open your Quests menu with the "D" key, or SELECT/Share/Create on controller.
And all of this kind of info is available at any time from the Help Info key item, which you have from the first time you can open your inventory. :)

7. I'm guessing you're referring to the adult scene that has no art in the Early Release? Yeah, I think maybe I should directly tell the player that that scene has no art yet. The lack of art there is mentioned in the Patreon changelog, but you're right, that's probably not enough. I'll make a note of it.

8. Assuming you're referring to the Inspect Area skill:
I agree, it would feel better that way. I've considered looking further into possibly setting that up.

THANK YOU for all the positive feedback (and feedback in general)!
Hope you continue to enjoy the game! :3

1. The folder actually says Android, but I still had to use Joiplay to play the html file.

3. I know, but that's just extra steps. It'd be better to be able to access core actions outside of a menu.

4. That's fine, but again I want to know if you can let us assign keybinds to specific skills and items, like how Pokemon lets you set an item to be used with the Select key. I did read the instructions... But I want us to hotkey actual skills and items, not menus.

Okay, thank you for the information. That’s the release I’ve been labeling “Web” I believe then.

Hmmm, on controller I think that would be a bit difficult (not enough buttons really, unless I were to try to make it optional, and for buttons that already have other uses), but I could see how it could be useful on something like keyboard. 

I don’t know how feasible it is to set up a hotkey button/key that the player could set to whatever item they want. I may look into it, but unless a plug-in for it already exists, it would likely be a large task.

I’ll think about it. Thanks for the input!